godot/scene/resources/fog_material.cpp
Hugo Locurcio 528db5287b
Tweak FogVolume density property to allow sliding to negative values
Negative density is used to subtract fog from the rest of the world.

The visible range in the slider was reduced to [-8; 8] as FogVolume
density should generally not exceed 8.0 (it can introduce aliasing).
2022-09-26 15:44:30 +02:00

182 lines
7.3 KiB
C++

/*************************************************************************/
/* fog_material.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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#include "fog_material.h"
#include "core/version.h"
Mutex FogMaterial::shader_mutex;
RID FogMaterial::shader;
void FogMaterial::set_density(float p_density) {
density = p_density;
RS::get_singleton()->material_set_param(_get_material(), "density", density);
}
float FogMaterial::get_density() const {
return density;
}
void FogMaterial::set_albedo(Color p_albedo) {
albedo = p_albedo;
RS::get_singleton()->material_set_param(_get_material(), "albedo", albedo);
}
Color FogMaterial::get_albedo() const {
return albedo;
}
void FogMaterial::set_emission(Color p_emission) {
emission = p_emission;
RS::get_singleton()->material_set_param(_get_material(), "emission", emission);
}
Color FogMaterial::get_emission() const {
return emission;
}
void FogMaterial::set_height_falloff(float p_falloff) {
height_falloff = MAX(p_falloff, 0.0f);
RS::get_singleton()->material_set_param(_get_material(), "height_falloff", height_falloff);
}
float FogMaterial::get_height_falloff() const {
return height_falloff;
}
void FogMaterial::set_edge_fade(float p_edge_fade) {
edge_fade = MAX(p_edge_fade, 0.0f);
RS::get_singleton()->material_set_param(_get_material(), "edge_fade", edge_fade);
}
float FogMaterial::get_edge_fade() const {
return edge_fade;
}
void FogMaterial::set_density_texture(const Ref<Texture3D> &p_texture) {
density_texture = p_texture;
RID tex_rid = p_texture.is_valid() ? p_texture->get_rid() : RID();
RS::get_singleton()->material_set_param(_get_material(), "density_texture", tex_rid);
}
Ref<Texture3D> FogMaterial::get_density_texture() const {
return density_texture;
}
Shader::Mode FogMaterial::get_shader_mode() const {
return Shader::MODE_FOG;
}
RID FogMaterial::get_shader_rid() const {
_update_shader();
return shader;
}
RID FogMaterial::get_rid() const {
_update_shader();
if (!shader_set) {
RS::get_singleton()->material_set_shader(_get_material(), shader);
shader_set = true;
}
return _get_material();
}
void FogMaterial::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_density", "density"), &FogMaterial::set_density);
ClassDB::bind_method(D_METHOD("get_density"), &FogMaterial::get_density);
ClassDB::bind_method(D_METHOD("set_albedo", "albedo"), &FogMaterial::set_albedo);
ClassDB::bind_method(D_METHOD("get_albedo"), &FogMaterial::get_albedo);
ClassDB::bind_method(D_METHOD("set_emission", "emission"), &FogMaterial::set_emission);
ClassDB::bind_method(D_METHOD("get_emission"), &FogMaterial::get_emission);
ClassDB::bind_method(D_METHOD("set_height_falloff", "height_falloff"), &FogMaterial::set_height_falloff);
ClassDB::bind_method(D_METHOD("get_height_falloff"), &FogMaterial::get_height_falloff);
ClassDB::bind_method(D_METHOD("set_edge_fade", "edge_fade"), &FogMaterial::set_edge_fade);
ClassDB::bind_method(D_METHOD("get_edge_fade"), &FogMaterial::get_edge_fade);
ClassDB::bind_method(D_METHOD("set_density_texture", "density_texture"), &FogMaterial::set_density_texture);
ClassDB::bind_method(D_METHOD("get_density_texture"), &FogMaterial::get_density_texture);
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "density", PROPERTY_HINT_RANGE, "-8.0,8.0,0.0001,or_greater,or_less"), "set_density", "get_density");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "albedo", PROPERTY_HINT_COLOR_NO_ALPHA), "set_albedo", "get_albedo");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "emission", PROPERTY_HINT_COLOR_NO_ALPHA), "set_emission", "get_emission");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "height_falloff", PROPERTY_HINT_EXP_EASING, "attenuation"), "set_height_falloff", "get_height_falloff");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "edge_fade", PROPERTY_HINT_EXP_EASING), "set_edge_fade", "get_edge_fade");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "density_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture3D"), "set_density_texture", "get_density_texture");
}
void FogMaterial::cleanup_shader() {
if (shader.is_valid()) {
RS::get_singleton()->free(shader);
}
}
void FogMaterial::_update_shader() {
shader_mutex.lock();
if (shader.is_null()) {
shader = RS::get_singleton()->shader_create();
// Add a comment to describe the shader origin (useful when converting to ShaderMaterial).
RS::get_singleton()->shader_set_code(shader, R"(
// NOTE: Shader automatically converted from )" VERSION_NAME " " VERSION_FULL_CONFIG R"('s FogMaterial.
shader_type fog;
uniform float density : hint_range(0, 1, 0.0001) = 1.0;
uniform vec4 albedo : source_color = vec4(1.0);
uniform vec4 emission : source_color = vec4(0, 0, 0, 1);
uniform float height_falloff = 0.0;
uniform float edge_fade = 0.1;
uniform sampler3D density_texture: hint_default_white;
void fog() {
DENSITY = density * clamp(exp2(-height_falloff * (WORLD_POSITION.y - OBJECT_POSITION.y)), 0.0, 1.0);
DENSITY *= texture(density_texture, UVW).r;
DENSITY *= pow(clamp(-SDF / min(min(EXTENTS.x, EXTENTS.y), EXTENTS.z), 0.0, 1.0), edge_fade);
ALBEDO = albedo.rgb;
EMISSION = emission.rgb;
}
)");
}
shader_mutex.unlock();
}
FogMaterial::FogMaterial() {
set_density(1.0);
set_albedo(Color(1, 1, 1, 1));
set_emission(Color(0, 0, 0, 1));
set_height_falloff(0.0);
set_edge_fade(0.1);
}
FogMaterial::~FogMaterial() {
RS::get_singleton()->material_set_shader(_get_material(), RID());
}